Grasp of the Emerald Claw

Grasp of the Emerald Claw Eberron campaign

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Current House Rules:
Numeric alignment system from BoDM 1
(reason: gives more direction with your alignment, allows DM to shift alignment due to actions more easily)

Maneuver system from BoIM (Reason…it’s fun)

Skill Stunts from BoIM (Reason…see above)
Alternate Bard from CBoEM (Reason: makes it more bardlike) I have the book here if you want to see the differences.

Seven Seas – swashbuckling adventures
Pirate Class
Archaeologist
Schools similar to Schools from the Path series of books. Need to convert.

Dodge Feat
+1 dodge bonus applies to all foes in a round Reason: streamline play, and make dodge more than just a pre-req for another feat.

Keen/Imp Critical
These do stack, the second instead of multiplying it again, improves the crit threat range by “1” only.

Common Skills
These skills may always be taken as if you have it as a class skill.
Swim, Spot, Search, Listen, Craft.

Role-play/Crack-up awards will no longer be in Experience, Instead action points will be awarded.

New Rule
Spells and Magic Items which are not in the core books (or Splat book, if playing a splat character), must be learned through research, with knowledge skills, or found in treasure hoards. (This is to represent Eberron flavor)

Action Point Uses:
Second Wind: You may use an action point to heal Action Die+1 HP/level

Diehard: Instantly stabilize at a negative HP status.

Hard to Kill: Whenever you would have to make a save versus a death effect, you may burn an action point to instantly save versus the death effect, this point MUST be burned before you roll, if you fail the roll, you may not burn the point as an afterthought.

Death and Dying: (adapted from Iron Heroes)
When reduced to -10 HP, players do not automatically die, a Fortitude save must be made with a DC=[-HP] . At -10 HP or lower you may not stabilize by yourself. Someone must heal you with magic or a heal check. The only way you may stabilize yourself is to spend an action point to stabilize. When you hit -10+ HP you must make a FORT save versus death prior to any action point use. At -10+ HP you lose 1 CON per round until stabilized. When you reach 0 CON you do Die.

Wand Rifle from RotRL
A favorite wand for a Wand Rifle is a Scorching Ray Wand, Magic Missile is also popular. Fireball wands are also quite popular.

Schools from the Path series of books
These give a player an additional boost, and make experience more equal when you have a character spending XP on Item creation. A school takes only 1 feat to gain future access to all the benefit levels of the school. Obviously a school can be taken as a fighter/monk bonus feat. Instead of the 100XP for the first level of the school, you take the “School Feat”

The dragonshard pistol works by having a Khyber dragonshard mounted on a lever, when it gets close to the dragon powder, it reacts and causes the dragon powder to explode, propelling the bullet out of the barrel.

Distribution: First pistol created in 994YK, 2 months before the end of the last war. Created in The Lhazaar Principalities, by Crendar Zandrell. By 996YK dragon pistols are uncommon in Lhazaar, and rare in the rest of Khorvaire. By 1000YK, dragon pistols are common in the principalities and uncommon in the Khorvaire.

Weapon Boost Feat
Prerequisites: weapon focus

Choose A weapon that you have Weapon Focus in. When you spend an action point to influence an attack roll made with the weapon, you also add the result of the action point die to your damage for that attack.

You may select this feat multiple times, each time with a different weapon.

You may select this feat as a fighter or monk bonus feat.

Tactical feats no longer feats but are tactical maneuvers. They may be used by characters that meet all the pre-reqs. No feat must be taken. They are perks of having the pre-req feats. Reason: tactical feats are so limited as to not matter.